As is typical for the series, players must collect Tiberium and harvest it into currency in order to buy more structures and units to build and defend a base, as well as an army to carry out the assigned missions. With a multitude of units available, players will have many options to choose from ranging from vehicles, planes, ground troops, specialty units and the really big weapons which show up later in the game.
The campaigns are enjoyable and do offer some challenge even when played on some of the lower difficulty settings. The inclusion of new units is always a selling point of any expansion pack in the series, and Kane’s Wrath is no exception. As well as new ground units, there is a new transport vehicle, as well as a Super Unit called the Redeemer which has to be seen to be believed. This is not overkill, as the forces pitted against you have their own new super units and it will take skill to complete the missions as raw firepower alone will not do it.
One issue I had with the game that was a source of frustration was the fact that several times, despite clearing every enemy on the map, I was tasked with protecting/escorting a unit after reaching a specific point in the mission. Usually this is not a problem, but time and again, enemy units would appear out of nowhere before I could scramble or manufacture units to counter attack or defend. I had to resolve this issue by returning to an earlier saved game, and staging the area with appropriate defenses in anticipation of what was to come.
While it does hamper with the flow of the game, I was able to complete the missions, but it was a pain having to prepare for what you know is coming instead of being able to react accordingly as they arose. I attempted this many times, but often there simply was not time to get a nearby unit in place before the object in need of protection was destroyed.
